Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Theoman · Mar 08, 2016 at 11:50 PM · networkingnetworknewbie

Local player authority issues.

Hey everyone!

First off, I would like to say that I'm extremely new at networking and am working on a project to teach myself unity's networking. However, I'm running into issues i can't seem to solve. I have a player object for each player that gets instantiated as soon as they start the game. So far every player connects fine and has his own position in the world.

However, right now I'm trying to print a simple message on the server with a Command as a test. When it try to use isLocalPlayer, it doesn't seem to recognize it and when I don't, I get a "Trying to send command for object without authority".

The code snippets in question, all belonging to the same script.:

     bool isClicked = false;
 
     void LateUpdate () 
     {
         if (isLocalPlayer && isClient && !isServer) {
             CmdPrint ("Test from a client!");
         }
 
         if (isClicked) {
             print("isClicked is pressed.");
             if(isLocalPlayer && isClient && !isServer){
                 print ("Test1");
                 CmdPrint ("first ");
             }
             isClicked = !isClicked;
         }
     }
 
     void OnGUI() {
         if(GUI.Button(new Rect(20, 20, 200, 40), "Button 1")) {
             isClicked = true;
 
         }//if
     }//onGUI

Now, whenever I launch it, connect a client and click the button, nothing prints. Turns out for some reason the isLocalPlayer is false. When I remove the isLocalPlayer and leave the other two conditions, i get the "Trying to send command for object without authority" issue. What am I doing wrong in this case? Why is isLocalPlayer false?

The script is attached on to a gameObject that gets instantiated for each player through the NetworkManager. Local authority is ticked too.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by sovium · Mar 15, 2016 at 09:47 PM

@Theoman Don't draw the button if it's not a local player. Say you have multiple scripts like this in the scene, they all draw the button and you don't know which user's button you are clicking since they are on top of each other. Just check if(isLocalPlayer) in the OnGUI method and you should be fine.

Also, you don't need to check if isClient or isServer, only isLocalPlayer is enough.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

73 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How should I verify that all of my client Object are created and ready after loading a new scene? 0 Answers

How to send variables through Unity Network? 0 Answers

Establishing a local connection to server 1 Answer

Teleporting a NetworkTransform 0 Answers

Network commands sent from clients not working. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges